Chaos Inciting Heresy

Cost: 20m, 1wp, 1limit; Mins: Lore 5, Essence 5; Type: Simple (Dramatic Action)
Keywords: Obvious, Shaping
Duration: Indefinite
Prerequisite Charms: Wyld-Shaping Technique

The role of the lawgivers, like their patron, is to maintain order and fend off the chaos of the Wyld that would consume creation. It is within their power to do just the opposite however, for it is the nature of the shaping abilities they posses to alter the very reality of their environment.

By invoking this power, the Solar softens the fabric of reality around him. This charm operates on an area comparable to that encompassed by Wyld-Shaping Technique within creation, or on an entire waypoint in the Wyld, where diameters aren’t especially meaningful. While the Solar maintains his commitment to the charm, the area is considered one step deeper into the Wyld than it naturally would be for purposes of all shaping effects and charms.

In the first age, this charm was used to soften the border marches, in order to allow solar savants to better merge their newly created holdings with Creation proper. In any age, using the charm within Creation itself will provoke an immediate, and almost certainly lethal response from heaven, with armed agents appearing in overwhelming force as fast as magically possible, backed by the best fire support the Daystar can provide for them.

Employing this charm at all is an affront to the Unconquered Sun’s primary purpose in being, and is sure to incur his ire unless very well justified. The solar must fail a difficulty one Temperance roll to activate this charm at all, though he may channel Conviction and add the results to the difficulty if appropriate. In any case, even attempting to active the charm incurs a point of limit.

Chaos Inciting Heresy

Sins of the First Age ChainsawXIV ChainsawXIV